Skip to main content

Games servers play: A procedural approach

  • Conference paper
  • First Online:
Intelligent Agents II Agent Theories, Architectures, and Languages (ATAL 1995)

Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1037))

Included in the following conference series:

Abstract

Game theory has recently been recognized as a powerful tool to model interactions among artificial agents. Game theorists, however, have never tried to explicitly model how players reason to a solution. This becomes a crucial flaw whenever one attempts to apply game theoretic solutions to multi-agents systems. In this paper we provide an effective procedure that allows artificial agents to coordinate using game-theoretic tools. We model agents' encounters as extensive-form games, and show how agents can compute a set of “reasonable paths” through the tree. The set of reasonable paths corresponds to the set of strategies that survive iterated elimination of (weakly) dominated strategies in the normal form. Whenever our procedure identifies a unique path, that path corresponds to a Nash equilibrium. Moreover, our procedure rules out all Nash equilibria that contain (weakly) dominated strategies. Further, we show how our notion of “reasonable” paths leads to the backwards induction solution in the case of games of perfect information, and to forward induction in the case of games of imperfect information.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. A. Antonelli and C. Bicchieri. Backwards forward induction. In Theoretical Aspects of Reasoning about Knowledge. Proceedings of the Fifth Conference (TARK 94), San Francisco, California, August 1994. Morgan Kauffman.

    Google Scholar 

  2. A. Antonelli and C. Bicchieri. Forward induction. Technical Report CMU-PHIL-58, Carnegie-Mellon University, Pittsburgh, PA, April 1994.

    Google Scholar 

  3. C. Bicchieri. Rationality and Coordination. Cambridge University Press, Cambridge, 1993.

    Google Scholar 

  4. C. Bicchieri and A. Antonelli. Game-theoretic axioms for local rationality and bounded knowledge. Journal of Logic, Language and Information, 4: 145–167, 1995.

    Google Scholar 

  5. E. Ephrati, M. Perry, and J. S. Rosenschein. Plan execution motivation in multi-agent systems. In Proceedings of The Second International Conference on AI Planning Systems, pages 37–42, Chicago, Illinois, June 1994.

    Google Scholar 

  6. N. Friedman and D. Koller. Qualitative planning under assumptions: A preliminary report. In Working notes of the AAAI spring Symposium on Decision-Theoretic Planning, pages 106–112, Stanford, CA, March 1994.

    Google Scholar 

  7. Michael R. Genesereth, Matthew L. Ginsberg, and J. S. Rosenschein. Cooperation without communication. In Proceedings of the National Conference on Artificial Intelligence, pages 51–57, Philadelphia, Pennsylvania, August 1986.

    Google Scholar 

  8. S. P. Ketchpel. Coalition formation among autonomous agents. In Proc. of MAAMAW-93, Neuchâtel, 1993.

    Google Scholar 

  9. S. Kraus and J. S. Rosenschein. The role of representation in interaction: Discovering focal points among alternative solutions. In Decentralized Artificial Intelligence, Volume 3, Germany, 1992. Elsevier Science Publishers.

    Google Scholar 

  10. S. Kraus, J. Wilkenfeld, and G. Zlotkin. Multiagent negotiation under time constraints. Computer Science Technical Report Series CS-TR-2975, University of Maryland, College Park, Maryland, October 1992.

    Google Scholar 

  11. Ed Krol. The Whole Internet. O'Reilly & Associates, Sebastopol, California, 1992.

    Google Scholar 

  12. R. L. Rivest, A. Shamir, and Adleman L., A method for obtaining digital signatures and bublic key cryptosystems. Communications of the ACM, 21(2):120–126, 1978.

    Google Scholar 

  13. J. S. Rosenschein and G. Zlotkin. Rules of Encounter: Designing Conventions for Automated Negotiation among Computers. MIT Press, Cambridge, Massachusetts, 1994.

    Google Scholar 

  14. Thomas C. Schelling. The Strategy of Conflict. Oxford University Press, New York, 1963.

    Google Scholar 

  15. R. R. Vane and P. E. Lehner. Hypergames and AI in automated adversarial planning. In Proceedings of the 1990 DARPA Workshop on Innovative Approaches to Planning, Scheduling, and Control, pages 198–206, November 1990.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Michael Wooldridge Jörg P. Müller Milind Tambe

Rights and permissions

Reprints and permissions

Copyright information

© 1996 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Bicchieri, C., Ephrati, E., Antonelli, A. (1996). Games servers play: A procedural approach. In: Wooldridge, M., Müller, J.P., Tambe, M. (eds) Intelligent Agents II Agent Theories, Architectures, and Languages. ATAL 1995. Lecture Notes in Computer Science, vol 1037. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3540608052_63

Download citation

  • DOI: https://doi.org/10.1007/3540608052_63

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-60805-9

  • Online ISBN: 978-3-540-49594-9

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics